Black Star
Core RulebookBest For
Groups who want fast, pulpy space opera with simple rules: pick two archetypes, grab some d6s, and blast off into adventure.
Core Mechanic
Roll 2d6 + ability, 9+ to succeed. Ten abilities rated 0–5. Pick two archetypes from ten options (Commander, Engineer, Mystic, Scoundrel, etc.) to define your character's strengths. Resolve serves as both HP and hero points: spend it to boost rolls or fuel special abilities, but run out and you're down. Advantages and disadvantages modify the roll.
The core rolls 2d6 plus an ability against a 9, with two archetypes shaping each character. It keeps sci-fi adventure light and quick to start.
- Free to tryNothing freeNo free rules or starter
- Get it nowSold newIn print or as a legal PDF
- –IndexNo back-of-book index or page-keyed reference tables
- –GM guidanceNo how-to-run chapter
- ✓Examples of playRules shown in action at the table
- ✓Quick referenceCheat sheet or summary tables
- –Cross-referencesRules rarely point to each other by page
2 of 5 book tools found in the core book
Highlights
Simple to learn, dual archetype system creates unique combinations, Resolve as HP-and-hero-points is a clean design, fast character creation, suited for one-shots and pickup games
Considerations
Limited advancement options, narrow space opera focus, lacks deep tactical combat
Rules license All Rights Reserved
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